Some questions for folks working on Custom Mods:

    I've just released a level compile manager, basically a multithreaded
GUI front-end for compiling maps outside of Hammer.

You can see pics and download the tool from here:
http://qsextreme.com/vbct

I've implemented support for custom mods but it appears that custom mods
that are released in-GCF with assigned appids won't work natively with
Hammer, the contents have to be extracted and put into the sourcemods folder
for them to work with the SDK.  I set the tool up to work properly if there
are two installs like this on a client system but I need mod teams to make
sure this scheme works properly with their mod.

The tool also has support for VMPI, although the DLLs are somewhat broken in
the SDK right now.

I have the tool set up to launch VMPI workers but it probably could be
improved. If your mod team does use or would like to use VMPI please let me
know so I can improve this feature for you.

VMPI will work for EP1 games and vVIS is ok for Orangebox games but vRAD for
OB will crash in vmpi mode.  Valve has an updated set of EP1 DLLs
(unreleased) but has yet to update those changes into the OrangeBox DLLs.

One other feature I'm working on now is group compiles, the ability for mod
teams to submit a list of maps that they want to compile in one run.  If
you're part of a team that does / would like to do this please let me know.

Certainly if any of you see anything that could be improved with how the
tool works please let me know offlist, I welcome comments, wish-list items
and constructive criticism.

qUiCkSiLvEr


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